mirror of
https://github.com/overte-org/overte.git
synced 2025-04-25 20:16:16 +02:00
150 lines
5.3 KiB
C++
150 lines
5.3 KiB
C++
//
|
|
// AnimStateMachine.cpp
|
|
//
|
|
// Created by Anthony J. Thibault on 9/2/15.
|
|
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
|
|
//
|
|
// Distributed under the Apache License, Version 2.0.
|
|
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
|
//
|
|
|
|
#include "AnimStateMachine.h"
|
|
#include "AnimUtil.h"
|
|
#include "AnimationLogging.h"
|
|
|
|
AnimStateMachine::AnimStateMachine(const QString& id) :
|
|
AnimNode(AnimNode::Type::StateMachine, id) {
|
|
|
|
}
|
|
|
|
AnimStateMachine::~AnimStateMachine() {
|
|
|
|
}
|
|
|
|
const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& triggersOut) {
|
|
|
|
QString desiredStateID = animVars.lookup(_currentStateVar, _currentState->getID());
|
|
if (_currentState->getID() != desiredStateID) {
|
|
// switch states
|
|
bool foundState = false;
|
|
for (auto& state : _states) {
|
|
if (state->getID() == desiredStateID) {
|
|
switchState(animVars, context, state);
|
|
foundState = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!foundState) {
|
|
qCCritical(animation) << "AnimStateMachine could not find state =" << desiredStateID << ", referenced by _currentStateVar =" << _currentStateVar;
|
|
}
|
|
}
|
|
|
|
// evaluate currentState transitions
|
|
auto desiredState = evaluateTransitions(animVars);
|
|
if (desiredState != _currentState) {
|
|
switchState(animVars, context, desiredState);
|
|
}
|
|
|
|
assert(_currentState);
|
|
auto currentStateNode = _children[_currentState->getChildIndex()];
|
|
assert(currentStateNode);
|
|
|
|
if (_duringInterp) {
|
|
_alpha += _alphaVel * dt;
|
|
if (_alpha < 1.0f) {
|
|
AnimPoseVec* nextPoses = nullptr;
|
|
AnimPoseVec* prevPoses = nullptr;
|
|
AnimPoseVec localNextPoses;
|
|
if (_interpType == InterpType::SnapshotBoth) {
|
|
// interp between both snapshots
|
|
prevPoses = &_prevPoses;
|
|
nextPoses = &_nextPoses;
|
|
} else if (_interpType == InterpType::SnapshotPrev) {
|
|
// interp between the prev snapshot and evaluated next target.
|
|
// this is useful for interping into a blend
|
|
localNextPoses = currentStateNode->evaluate(animVars, context, dt, triggersOut);
|
|
prevPoses = &_prevPoses;
|
|
nextPoses = &localNextPoses;
|
|
} else {
|
|
assert(false);
|
|
}
|
|
|
|
if (_poses.size() > 0 && nextPoses && prevPoses && nextPoses->size() > 0 && prevPoses->size() > 0) {
|
|
::blend(_poses.size(), &(prevPoses->at(0)), &(nextPoses->at(0)), _alpha, &_poses[0]);
|
|
}
|
|
} else {
|
|
_duringInterp = false;
|
|
_prevPoses.clear();
|
|
_nextPoses.clear();
|
|
}
|
|
}
|
|
if (!_duringInterp) {
|
|
_poses = currentStateNode->evaluate(animVars, context, dt, triggersOut);
|
|
}
|
|
|
|
processOutputJoints(triggersOut);
|
|
|
|
return _poses;
|
|
}
|
|
|
|
void AnimStateMachine::setCurrentState(State::Pointer state) {
|
|
_currentState = state;
|
|
}
|
|
|
|
void AnimStateMachine::addState(State::Pointer state) {
|
|
_states.push_back(state);
|
|
}
|
|
|
|
void AnimStateMachine::switchState(const AnimVariantMap& animVars, const AnimContext& context, State::Pointer desiredState) {
|
|
|
|
const float FRAMES_PER_SECOND = 30.0f;
|
|
|
|
auto prevStateNode = _children[_currentState->getChildIndex()];
|
|
auto nextStateNode = _children[desiredState->getChildIndex()];
|
|
|
|
_duringInterp = true;
|
|
_alpha = 0.0f;
|
|
float duration = std::max(0.001f, animVars.lookup(desiredState->_interpDurationVar, desiredState->_interpDuration));
|
|
_alphaVel = FRAMES_PER_SECOND / duration;
|
|
_interpType = (InterpType)animVars.lookup(desiredState->_interpTypeVar, (int)desiredState->_interpType);
|
|
|
|
// because dt is 0, we should not encounter any triggers
|
|
const float dt = 0.0f;
|
|
AnimVariantMap triggers;
|
|
|
|
if (_interpType == InterpType::SnapshotBoth) {
|
|
// snapshot previous pose.
|
|
_prevPoses = _poses;
|
|
// snapshot next pose at the target frame.
|
|
nextStateNode->setCurrentFrame(desiredState->_interpTarget);
|
|
_nextPoses = nextStateNode->evaluate(animVars, context, dt, triggers);
|
|
} else if (_interpType == InterpType::SnapshotPrev) {
|
|
// snapshot previoius pose
|
|
_prevPoses = _poses;
|
|
// no need to evaluate _nextPoses we will do it dynamically during the interp,
|
|
// however we need to set the current frame.
|
|
nextStateNode->setCurrentFrame(desiredState->_interpTarget - duration);
|
|
} else {
|
|
assert(false);
|
|
}
|
|
|
|
#ifdef WANT_DEBUG
|
|
qCDebug(animation) << "AnimStateMachine::switchState:" << _currentState->getID() << "->" << desiredState->getID() << "duration =" << duration << "targetFrame =" << desiredState->_interpTarget << "interpType = " << (int)_interpType;
|
|
#endif
|
|
|
|
_currentState = desiredState;
|
|
}
|
|
|
|
AnimStateMachine::State::Pointer AnimStateMachine::evaluateTransitions(const AnimVariantMap& animVars) const {
|
|
assert(_currentState);
|
|
for (auto& transition : _currentState->_transitions) {
|
|
if (animVars.lookup(transition._var, false)) {
|
|
return transition._state;
|
|
}
|
|
}
|
|
return _currentState;
|
|
}
|
|
|
|
const AnimPoseVec& AnimStateMachine::getPosesInternal() const {
|
|
return _poses;
|
|
}
|